The Burning Blue is a operational-level wargame of the famous Battle of Britain aerial conflict in the summer of 1940 during the Second World War. It is possible to faithfully recreate almost every daylight air battle over Southern England between July and December of that year. (The designer even takes a few paragraphs to describe those few sorties that aren't covered, and it's quickly evident why they weren't included)

Building on the success and approach that designer Lee Brimmicombe-Wood brought to the "Downtown" wargame of the air battles over Hanoi during the Vietnam War, Brimmicombe-Wood has brought the same attention to detail and painstaking eye for authenticity that distinguished that offering.

Designed for two players, each player takes control of either the Royal Air Force's Fighter Command or the Luftwaffe's Luftflotten 2 and 3. Each scenario simulates a number of aerial raids, usually between one and three, taking place over a period of game-time ranging from about an hour to three or more. Though the game box indicates that solitaire games are possible, I have not yet attempted a solitaire game. My feeling would be that this game would not be as entertaining as a solitaire effort.

The game is played on a 56cm X 86cm (22"x34" ) full-colour folding paper mapsheet, with several supplementary 28cm x 43cm (11"x17") tracking sheets and two comprehensive but somewhat oversized folding reference cards, one for each player. Both players also track other information with pencil on letter-sized logsheets. The game contains 684 counters, about one third to a half of which are used in any given scenario, and 55 detection cards which play an important role in finding and identifying Luftwaffe formations (and occasionally sighting RAF fighters). Movement is hex-based, over the course of several phases in a you-go-I-go format. Some movement paths are pre-plotted by the Luftwaffe player on a special planning sheet.

Each aircraft piece represents a squadron (12 planes) or a flight (6 planes) for the RAF, and a Gruppe (20-30 planes) or Staffel (8-12) for the Luftwaffe. Other pieces are used as markers and counters for various states - weather, orders, disruption, etc.

The game includes the 40 page rule-book and a 48-page scenario book with designer's notes, examples of play and strategy tips and the obligatory two dice.

Game Mechanics

To comprehensively describe the mechanics of this game would probably require a very lengthy section in this review, so I will try to be as brief as possible. My apologies to the reader (and the designer) if some sections seem glossed over.

Before the game even starts, there is a long period of set-up called the pre-game. Averaged over two sessions, set-up typically required about an sixty to seventy-five minutes for us. I imagine this time can possibly be trimmed down to forty-five minutes or even a half-hour with the familiarity of repeated play and a good deal of advance organization (pre-plotting raids, pre-sorting counters into baggies by scenario, etc. etc.)

Both players select a main scenario from one of five detailing different time periods of the battle, the introductory scenario, or one of two "quick start" scenarios. Time of day and weather (winds, cloud layers, rain and haze) are determined randomly by die roll and chit draw. The Luftwaffe draws a number of raid chits based on the scenario, which in turn determine his or her targets and force composition. Based on weather and target types, as well as the player's talent for feint and concentration, the Luftwaffe player pre-plots the waypoints for the raids on a hidden raid planning map, and fills out other details in a logsheet. After that process is complete, the RAF player determines the overall "readiness" of her or his forces, and fills out logsheets appropriately, placing squadrons on the "tote board" to indicate readiness. Depending on the randomly determined early warning level, some squadrons start in the air. There is an interesting mechanic called "Response level" which rewards the RAF player for not scrambling more fighter squadrons than are necessary to deal with the threats represented by the raids, reflecting a historical reality which greatly affects the decision-making of the RAF player in game.

After this lengthy pre-game sequence, which is almost a game in itself, the actual game begins.

In the random events phase, a die roll determines one of a number of random events which can affect other steps in the turn. This introduces a good deal of uncertainty, but mostly in favour of the RAF player. An important aspect of this phase is that certain die rolls may also trigger a detection check on raids, which may give more information on that raid.

During the scramble phase, the RAF player scrambles squadrons which are in the "ready" row of the tote board. They take off later in the take off phase.

The form-up phase is where various units group into larger units. This also permits the placement of decoy form-up counters for the Luftwaffe, which play a large part in the bluff and feint aspect of the game.

The patrol phase involves placing units already at a specific location into orbits (circling over a landmark such as a town, coastline, radar station or airfield) or into patrol lines (flying back and forth between two points on the map).

The RAF movement phase is where much of the action happens. RAF units without orders are given orders (vectors to locations, "pancake" orders to return to base), those aircraft with orders follow them. During movement, units can sight or "tally" enemy units, which can result in interception, combat and dogfights (different mechanics and tables are used for each step). The "tally" uses the detection cards mentioned in the overview above, a clever mechanic of drawing a card and cross-referencing its information with the current state of air control and comparing it to the local weather conditions. Use of the detection cards reduces the random factor of detecting and sighting enemy units - the results are distributed in a probability determined by the designer - once drawn, the card cannot be drawn again until the deck is reshuffled. In this way, repeated unfortunate random die results cannot have an adverse affect on this aspect of the game.

Movement is handled with movement points (MPs) with provision for climbing and diving. Climb performance varies with altitude, and, as one might imagine in a game simulating aerial combat, altitude is critical. Altitude affects sighting (via interaction with cloud layers and other weather), interception (attacking from above (alone) and above from the direction of the sun (up-sun) has large effects on combat).

Combat is a fairly involved procedure with several steps simulating the initial engagement (interception), the first critical moments of the fight (combat) and the drawn out but often inconclusive dogfighting that sometimes ensued (dogfight). Combat is resolved on a combat results table (CRT) based on comparative combat strength with modifiers for certain tactics (flying in vics or in close escort), level of disruption, being outnumbered and a host of other factors. Die roll results are compared with the table, with corresponding casualties and disruption (dispersal of the unit involved due to the confusion of the battle) being applied and logged on the logsheet as well as marked with a counter.

The Luftwaffe movement phase is similar to the RAF movement, save that most Luftwaffe movement is pre-plotted on the planning map. Some Freie Jagd (free hunt) units can deviate somewhat in certain circumstances, mostly when they have seen enemy units.

During the movement phase, the Luftwaffe raids may move or split up, actions which, depending on circumstances, may trigger a detection check. Detection for Luftwaffe raids is also based on the detection card deck, but the result is hidden from view, as it must be cross-referenced with the actual size of the formation. As a handy cheat-prevention mechanism, the last detection card drawn for a raid must be kept with the raid's tracking box and shown to the RAF player when the raid is finally tallied to verify that everything was done "by the book".

During the Pursuit phase, units which have tallied (sighted) enemy units follow their quarry and engage in interception, combat and dogfights as above.

During the Dogfight phase, units already in dogfights continue their efforts and potentially pull other nearby units into the fray.

In the RAF air combat phase, followed by the Luftwaffe air combat phase, units may lose tally due to weather, or gain tally if they are in a position to do so and are not already following another unit. Once again, air combats may occur.

In the take-off phase, units scrambled during the scramble phase are actually taken from the tote-board "scramble" row and placed on the map.

Finally, the admin phase is where much of the bookkeeping and counter placement/removal is done - some markers are removed, the status of landing or re-arming units is changed and the game clock is advanced.

If this sounds like a long turn with a lot of things happening, it is. There is no denying that this is a complex game. The time dilation effect of some games are often discussed - in our games of Burning Blue, which is admittedly still quite early in our learning curve it averaged approximately thirty minutes to play a game turn (five minutes of game time). Some turns are much faster than others, however, and it's easy to see how the game could progress more quickly as we become more familiar with the rules.

Victory is determined by VPs - if the Luftwaffe player scores a number of VPs greater than the total number of VPs listed for all of the raid chits drawn for the scenario, the Luftwaffe wins. Equal to or less than (up to half), the game is a draw; less than half, the RAF wins. In short, the Luftwaffe must score according to the strength of what he or she deploys - the RAF must successfully disrupt the enemy raids enough that this does not happen, while simultaneously being cautious in not over-committing units.

Most results, combat and otherwise, are table-based and determined by die roll, with various die-roll modifiers (DRMs). This system is very familiar to most wargamers and is neither innovative or unexpected. Where this game differs somewhat is in the pre-plotted nature of the Luftwaffe movement and the use of the detection cards to reduce randomness.

Another interesting mechanic is the RAF response level already mentioned above - if you scramble more fighter squadrons than the pre-determined response level of the drawn raid hits, you have overreacted defensively and potentially lose victory points. For example, if the response level of all drawn raids is rated at "8" and you scramble 10 squadrons, you have exceeded the response level by 2, and the Luftwaffe gains 6 VPs as a result. However, if you do not engage every raid with a number of squadrons equal to the "raid matching" rating of the scenario (usually one or two), the Luftwaffe also gains VPs. This tends to make the RAF player very anxious to try to launch only as many squadrons as are needed - a very important aspect of the game.

The recent trend of "bucket-of-dice" rolling is avoided in The Burning Blue. That said, there are many occasions in the game where random die rolls (especially in the random events chart and in combat) can have a drastic effect on game play.

Overall the mechanics are very authentic feeling - aside from those mentioned above, there are mechanics for keeping in radio contact, variations in speed and response levels for the fabled "Big Wing" tactics of the later battles and a host of other small details which contribute to the flavour of the game (admittedly adding a number of levels of complexity).

Artwork and Components

The production design of this game is very good, equally or exceeding most GMT games in this regard. Graphic design and typeface selection has been carefully done to evoke a suitable period feel - the familiar typeface of the London Underground system and the Royal Ordinance surveys has been chosen for most major headings (as well as the game box main title), giving the game a crisp, modern (well, 20th century "Modern") and stylish feel which is sometimes lacking in games of this era.

The game box is typical of most GMT offerings; perhaps a little more attractive than some. The cover illustration of He111s over London immediately brings to mind the Battle, which may not be immediately evident from the game title (save to those who know well the poem "High Flight" by Pilot Officer John Gillespie Magee of 412 Squadron RCAF).

The map is somewhat busy, but there is a lot of information to be conveyed, and the legend and colour selection as well as iconography contribute to an overall feeling of organized complexity. It feels and looks like a map of the period.

The pieces are well illustrated and easily identified. A minor quibble would be the sheer number of them, but they aren't poorly done by any stretch. They match the general look of the map and tracking sheets. Artful use of half-tone images on the detected and undetected raid pieces give quick visual clues to their status. Patrol line and orbit markers use excellent icons to immediately convey their usage, as do most of the other markers and counters in the game. Aircraft silhouettes on the backs of the aircraft pieces allow for the interception rules of engaging a unit that you might not immediately identify. Track sheets are large, and the tote board is well laid out to correspond roughly to geographic locations, giving the RAF a much-needed hand in matching airfields on the tote board to a hex on the map. A number of overstacking markers and trackboxes are available to mark hexes or RAF wings when they become overcrowded.

The sky blue of the RAF markers and the light tan of the Luftwaffe correspond well with their historical flight uniforms, as well as fitting well with the overall light palette of the board. There is an airy sense of lightness to the board and its graphics which, once again, match well to the period and the subject.

The die-cut counters are on good quality cardstock, with no visible delamination that we could see. All of the counters separated well, without need for lengthy knife-work, although one could do that if one wished, of course.

Another minor criticism might be the omission of scenario numbers on the squadron order markers, which are included on the aircraft squadron markers themselves, but not on the orders. This would further reduce counter sorting, which can be an issue in a game with this many counters.

The rulebook is well written, with short examples in appropriate locations, and brief designer notes in others. This is a complex game, but the rulebook does not contribute to the complexity, with an excellent index and many cross-references when appropriate. Graphically, it is pleasant to read without being flashy, and includes a lot of period jargon (balbo, tally, angels, etc.) which, although potentially confusing to an WWII aviation neophyte, also heightens the period feel. A few additional illustrations might have helped, but most game mechanics are well covered in the examples of play in the scenario book. Historical notes and clever little references are included without (King's English, indeed!) and make the rulebook and scenario book a valuable lesson in Battle of Britain history as well as a game aid.

One might complain about the real estate that this game requires when fully laid out, but if one doesn't expect that from the description of the game, one shouldn't be considering it for play.

Gameplay

If I were to choose only two words to describe this game it would be these: "tense" and "involved". This game is tense. Decisions are as wide-open as the sky for the RAF player, but have drastic consequences if badly made. Conversely, the Luftwaffe player feels like he is on a freight train, confined by his pre-made decisions to the course of action he's committed to, but knowing that various factors he may not have accounted for may spell disaster for his airmen. You hang on the results of a roll, you agonize over the failure of a unit to tally its foe, you wait to see if the intercept you've vectored so carefully for three or four turns can bounce a huge raid and punch through its escorts.

It is a very different experience for the RAF player than for the Luftwaffe - the RAF player feels like he or she is struggling in the dark, trying desperately to stay at least a step or two ahead of the unseen enemy. On the other side of the table, the Luftwaffe player feels that she or he holds the cards and directs the action, knowing where each raid is headed, but cannot correct faults in mid-flight.

The other portion of the description of gameplay, "involved", has both positive and negative connotations. Both players are controlling a vast number of aircraft. You can't help but be impressed that you are vectoring dozens or aircraft around southern England or pre-plotting movement for raids that would darken the sky and rain hundreds of bombs on their targets. You must track their altitude, their endurance, their ammunition status and their cohesion. The Luftwaffe must check how well they navigate and how successfully they bomb. The RAF must time their take-offs and landings, their recovery and their re-fuelling. As the RAF, you must know to get squadrons to the right location and the right height at the right time, or you'll find yourself trailing along behind instead of swooping in from the sun.

There is a lot of information to keep track of. Each phase is detailed and, though relatively simple taken separately, combines into a whole which can seem daunting initially. This game takes time to play properly. Lots of time. As mentioned, it can take as much as an hour or more to set-up, and four or more hours to play. There is downtime during some steps, but often you're carefully watching your opponent's movement and reactions.

Bluff and deception play a large role in the operations of the Luftwaffe. Careful use of the decoy pieces, as well as the timing and approach paths of raids, comprise a large portion of the strategy available to the German player. Knowing when an apparent 60+ raid is a bluff and when it is the real thing can make the difference between winning and losing for the RAF. There is also a tactical component to how you approach the raids and in what order you direct your squadrons to engage. You must also establish and maintain a reserve as the RAF, both to avoid exceeding the response level, but also making it possible for you to react to unforeseen raids in inconvenient locations.

This is not a symmetrical game or even side-balanced game at times. Some scenarios are specifically described as being tipped toward one side. Random events can spell virtual certain disaster for the RAF or the Luftwaffe depending on their timing, and bad weather can doom a raid from the very start. The designer has crafted a playable simulation, with all the attendant opportunities for the boredom of waiting for a raid that may never materialize or the sheer terror of seeing a seemingly unstoppable 180+ aircraft raid appear as if out of nowhere over the Dover Straits. The mechanics are understandable, generally playable and ultimately enjoyable for the aficionado, but they are not for the faint-of-heart.

This is a long, involved but tense game which never drags, but does require your attention.

Summary

This is a game for a very specific type of gamer. It is not for Euro gamers, or even casual wargame players. It is, as often said before and worth repeating, "not for the faint of heart". You must have a good sense of positioning (both in the horizontal and vertical axes), good timing, good organization and a fair level of patience. You can't run about the map willy-nilly with your RAF squadrons, or try to just bully straight through and back with your raids. It is an aerial duel, played out over hundreds of miles of territory and up thousands of feet.

It is a good-looking game with complex but not confusing rules and very intense gameplay. It is a conflict simulation of fine craftsmanship and very good execution. A few aspects of the rules are nit-picky, and you will find yourself referring to the rules frequently even in second or third plays. This said, there are not as many exceptions or sub-sets of rules, as you might find in, say Advanced Squad Leader, so it is not on that level.

It is poetic at times, sometimes comedic, sometimes exhilarating, sometimes gruellingly tense - just like the real battle. The Burning Blue is the best simulation of the Battle of Britain I've yet seen, and one of the most enjoyable wargames I've played.

I recommend this game to wargamers who should be warned ahead of time of its playing time (almost four hours at minimum, more commonly six or more - this can be cut down by an hour or more with pre-planning) and its complexity (high, by any scale - 8 out of 10 on GMT's scale). A mild or better interest in the Battle of Britain is also recommended.

Very nice summary, Kozure. Thanks for your effort! I'd like to clarify the description of how tallies take place during the RAF Movement Phase. The review states:

"During movement, units can sight or "tally" enemy units, which can result in interception, combat and dogfights (different mechanics and tables are used for each step)."

However, tallies typically take place during the combat phase, not the movement phase: aircraft cannot tally enemy units during their own movement phase. (Units with current orders to orbit or patrol can tally enemy units who enter their zone of control during the enemy movement phase.) This clarification has important consquences for gameplay, because it means that RAF units (which always move first) must anticipate the subsequent movement of LW units in order to be in a position to tally during the RAF combat phase.

I actually spotted the fact that I had described the phase slightly incorrectly shortly after I wrote the review, but I figured that few people would read it closely enough to spot the error and did not correct it.